#version 400

uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;

//layout(location = 0) in vec3 in_Position;

in vec3 in_Position;
in vec3 in_Normal;
in vec3 in_TexCoord;

in vec3 in_Color;

out vec3 vPosition;
out vec3 passGeom_Color;

void main()
{
	//gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
	vPosition = in_Position.xyz;
	passGeom_Color = in_Color;

}